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Posts by pltc

Screenshot showing skin with micro-occlusion at the top, and micro-shadowing below.

Screenshot showing skin with micro-occlusion at the top, and micro-shadowing below.

I finally wrapped up the second post on the series about micro-shadowing. On this one I go over a basic approach based on a microsurface, and I show results for different materials and lighting conditions.

irradiance.ca/posts/micros...

1 month ago 52 16 1 0

Ultra-fast Screen-Space Refractions and Caustics via Newton’s Method jcgt.org/published/00...

1 day ago 35 7 0 2
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I spent the last few days implementing the fantastic curvenet pixar article :
dl.acm.org/doi/epdf/10....

it's very cool to be able to animate meshs without having to paint animation weight

A pain to implement though ^^

3 days ago 6 2 0 0
Raytracing Voxels in Teardown and Beyond
Raytracing Voxels in Teardown and Beyond YouTube video by Graphics Programming Conference

At long last, the Teardown talk from the 2025 Graphics Programming Conference has been posted 🎉

youtube.com/watch?v=IM1D...

(as well as another drop of some other great-looking stuff, check the channel)

1 week ago 68 13 0 0

I missed this one! Thank you for the reference, I’ll take a look.

1 week ago 2 0 0 0

If you stick to discrete, you can use jump flooding if that’s not already the case (I found that @demofox.bsky.social did a blog post on it: blog.demofox.org/2016/02/29/f...)
Otherwise, exact algorithms are implemented in CGAL for lines and spheres, but they are not as general.

1 week ago 3 0 1 0

Love it! Is it brute force on each pixel?

2 weeks ago 0 0 1 1
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If, like me, you wake up every morning wondering what the Voronoï diagram of arbitrary shapes looks like, here is the answer:

2 weeks ago 36 4 1 0
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🔔 We’re #Hiring! The Forge Interactive is looking for Graphics Programmers and Interns to join our team!

🌐 Apply on LinkedIn: The Forge Interactive, Inc.

#GraphicsProgramming #Intern #GameDevCareers #OpenRole

3 weeks ago 8 5 0 0
An unreadable overview of our course on Optimal Transport and fluid simulation for Eurographics

An unreadable overview of our course on Optimal Transport and fluid simulation for Eurographics

Preparing with @pltc.bsky.social our course on Optimal Transport for @eurographicsc.bsky.social
He created a hands-on experience in Python, from Laguerre diagrams to semi-discrete OT, from simple bouncing balls to incompressible Euler fluid simulator.

Looking forward to see you in Aachen !

1 month ago 17 3 0 0
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Four weeks to the EGSR papers deadline! (I'm so excited to be on the Program Committee this year - cannot wait to see all the amazing papers submitted!) So - submit away!

Important dates:

Abstracts deadline: 4/8

Papers deadline: 4/15

Submit your work, and join in Bordeaux!

egsr2026.inria.fr

1 month ago 20 10 1 0
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- You are curious about Optimal Transport ?
- You'd like to know what is "Semi-Discrete" ?
- You'd like to know how it helps computational cosmology ?

Short version of the story:
github.com/BrunoLevy/Gr...

P.S. post-doc position available very soon, stay tuned (or DM me if you can't wait).

1 month ago 23 4 0 0
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Happy to share a major milestone: after years of development, we are officially launching Version 1.0 of the GeometricKernels library!

To top it off, our accompanying paper has just been published in JMLR (MLOSS)! 🎉

github.com/geometric-ke...

1 month ago 48 12 1 0
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GitHub - adobe/openpbr-bsdf: Adobe's reference implementation of the OpenPBR BSDF Adobe's reference implementation of the OpenPBR BSDF - adobe/openpbr-bsdf

My team just open-sourced our internal implementation of the OpenPBR BSDF from our path tracer: github.com/adobe/openpb...

1 month ago 26 7 0 0

Wrote up an article about how I ended up tackling this problem from January (spoiler: I gave up on barriers), might be useful to somebody out there learning Vulkan for compute

amini-allight.org/post/dispatc...

1 month ago 9 2 0 0
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Le Prix d'Honneur revient à Omar Cornut, créateur du logiciel open source ImGui qui est utilisé par toute l'industrie du jeu vidéo

1 month ago 219 31 3 22
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Ray Tracing using HIP In this technical report, we introduce the basics of ray tracing and explain how to accelerate the computation of the rendering algorithm in HIP. We also show how to use a HIP ray tracing framework - ...

Ray Tracing using HIP
arxiv.org/abs/2603.00292

1 month ago 9 3 0 0
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Adventures in Neural Rendering part 2: Cooperative vectors In the previous blog post we discussed a few potential neural network (MLP) applications in rendering and one of the conclusions was that although easy to implement, inference cost can be quite hig…

Continuing the adventures in neural networks, investigating how they can be hardware accelerated using Cooperative Vectors in HLSL, achieving impressive speedups. interplayoflight.wordpress.com/2026/02/21/a...

2 months ago 28 3 0 0
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Forget Superresolution, Sample Adaptively (when Path Tracing) Real-time path tracing increasingly operates under extremely low sampling budgets, often below one sample per pixel, as rendering complexity, resolution, and frame-rate requirements continue to rise. ...

"Forget Superresolution, Sample Adaptively (when Path Tracing)"

arxiv.org/abs/2602.08642

2 months ago 4 1 0 0
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About fast 2D CDF construction In a path tracer, sampling a light source that is driven by a texture, such as a HDR map, requires mapping a 2d random number to texels of the map, with a probability that is proportional to the br…

Cool. I posted a while ago about fast CDF reconstruction. I wonder if you are doing something like this or have a different technique. maxliani.wordpress.com/2024/03/09/a...

2 months ago 3 1 1 0
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Ever seen one of these, and wondered *why* they work? 🧵

This is a so-called Bitonic sorting network, and the illustrations show the two common ways to implement them. From an implementation point of view the two methods are effectively the same, so which one you pick just comes down to preference.

4 months ago 39 10 2 0
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Nanite Tessellation Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...

I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming.
graphicrants.blogspot.com/2026/02/nani...

2 months ago 161 50 1 1
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New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs

2 months ago 169 29 1 2
Original: an old photo I took in the forest

Original: an old photo I took in the forest

3D voxelized scene in the day.

3D voxelized scene in the day.

3D voxelized scene in the night.

3D voxelized scene in the night.

3D voxelized scene in the day with volumetric fog.

3D voxelized scene in the day with volumetric fog.

This was a fun quick experiment:
Using an old photo I took in the forest, I used ml-sharp to generate gaussian splats from it, voxelized it in my toy renderer, relit the scene dramatically.
#rendeting #metalrt

2 months ago 26 4 0 0
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9 months ago 15 2 0 1
2D Voronoi meshing of a multi-component wing (image from the Nasa-Ames research paper)

2D Voronoi meshing of a multi-component wing (image from the Nasa-Ames research paper)

3D Voronoi meshing around a reactor (image from the Nasa-Ames research paper)

3D Voronoi meshing around a reactor (image from the Nasa-Ames research paper)

3D Voronoi meshing around a wing + reactor (image from the Nasa-Ames research paper)

3D Voronoi meshing around a wing + reactor (image from the Nasa-Ames research paper)

3D Voronoi meshing around a wing + very accurate modeling of ice formation  (image from the Nasa-Ames research paper)

3D Voronoi meshing around a wing + very accurate modeling of ice formation (image from the Nasa-Ames research paper)

Geogram flies !

The other day, I was reading this article from NASA Ames Research Center:

ntrs.nasa.gov/api/citation...

What do they use for the geometric computations ?
Geogram of course ! (thrilled !!)

Geogram is a library with geometry processing algorithm:
github.com/BrunoLevy/ge...

3 months ago 17 3 0 0
Gaboronoi (top) vs Anisotropic Voronoi (bottom)

Gaboronoi (top) vs Anisotropic Voronoi (bottom)

Gaboronoi (top) vs Anisotropic Voronoi (bottom), with 5000 Sites. I feel like the anisotropic voronoi's artifacts are more aesthetically pleasing. Gaboronoi is faster to train by a lot!

I've compiled all of my recent voronoi experiments into a collab:
colab.research.google.com/github/jaker...

3 months ago 2 1 0 0
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How to Vulkan in 2026 - How to Vulkan How to write Vulkan graphics code in 2026

My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com

I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.

3 months ago 76 29 0 0
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No Graphics API — Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

4 months ago 469 192 19 12
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Posting an older article on "Probability Theory for Physically Based Rendering", using tomorrow's #thisisigad Graphics Guild lecture as an excuse:
jacco.ompf2.com/2019/12/11/p...
There is also a part 2.

4 months ago 38 7 0 0